Thanks – I committed my changes. When rebuilding the project, I noticed I had to comment out the loadproperties section in build-impl.xml:
[java] <target depends="-pre-init,-init-private,-init-private-libraries" name="-init-libraries">
<!–loadproperties encoding=“ISO-8859-1” srcfile="${libraries.path}">
<filterchain>
<replacestring from="$${base}" to="${libraries.dir}"/>
<escapeunicode/>
</filterchain>
</loadproperties–>
</target>[/java]
Not sure what that is about or if that should be committed…
Also, I had to comment out a ((WaterFilter)filer).clone(); line in StereoCamAppState, since it didn’t look like that method existed(?).
Regarding the class names: I understand what you were going for, and after reading the Wiki, I thought “ooo this is easy!”. So, I believe the intent was good. However, I think it may cause more confusion when the class names & namespaces clash… I can picture people posting code and always having to mention, “make sure you are importing the Oculus libs, not the jME3 libs!”.
In 4089, I’m most likely going to want to have a non-Oculus mode, where I use the standard DirectionalLightShadowRenderer, and an Oculus mode where I want your DirectionalLightShadowRenderer… if we had an OculusDirectionalLightShadowRenderer, then I could do something like this easily:
[java]
DirectionalLightShadowRenderer myShadows;
if( oculus_enabled) {
myShadows = new OculusDirectionalLightShadowRenderer();
} else {
myShadows = new DirectionalLightShadowRenderer();
}[/java]
Also, I think as we add more Oculus code, maintaining the base code we are duplicating will become more of a chore & potentially introduce bugs. Developers will have to take into consideration lots of things when moving a game from non-Oculus to Oculus, and having to specify using Oclulus classes (like OculusDirectionalLightShadowRenderer) will verify they are using the right code where it is needed, in my humble opinion.